stbenge schrieb:
>> It also seems to give much cleaner results than my reusing radiosity
>> data.
>
> In a way, this is true. But my methods wreak havoc upon memory and CPU
> usage.
Sure they do - unless they're implemented in a compiled language and the
data cached.
>> - It can be used to model an object with dirty crevices and worn-out
>> edges that has recently been transported to someplace else; my
>> approach can only detect proximity to /any/ geometry, and cannot
>> easily be limited to a subset of the scene geometry (let alone some
>> geometry that isn't even in the scene).
>
> Is this good or bad for your method? It seems that having access to
> ~any~ scene geometry is good. My method is restrictive and costly for
> high numbers of objects.
I'd say it depends on what you want to do. At the moment, neither method
seems to be the silver bullet.
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